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5 E$ @5 G8 P; o. R2 Nhttp://www.matrixgames.com/forums/tm.asp?m=3185062* |2 p5 y' u+ `6 A4 V
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大量更新,详见列表:0 [# e: V" D! E5 }# S, k
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Change History:
7 {; C* L5 U# b5 j# {' V& BV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 m; U: q8 n0 j, Q' _& F) X1. Seventh Update – This release is a comprehensive release updating all previous
. q& w3 }. L0 @% W& }5 jversions to v1.01.17 beta
# ~, K( M6 W v I) M) v9 G2. Code Changes0 w+ i n2 j0 e! W& d1 p3 E8 x" x
Fixed
/ Y* J" O! h3 I3 L$ Y1. Display of AF/Port icon between player saves based on player's intel
9 q: `9 V+ g2 ?9 t1 c( w2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when0 M$ ~/ s- s( V& x: @1 X
weapon list updated8 \' e: m: v, a6 T# F& H
3. Reported cargo/troop safety values incorrect when no cargo/troop space
# h, D W; k# M0 }0 G5 \4. Allow smaller 'reserve' space for small groups on ships
5 W% I/ m9 x% B" S3 K( |5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 C2 Z/ L2 u, c4 O3 E$ m. O2 U6. Correct attacking plane count before final post-air combat" f# [7 f8 R' H8 M) A* d
7. Pilot promotion may have occured in error sometimes
# g7 u6 S3 k# a* j. s8. Raid detect message sometimes dropped of the combat report! Y) W/ S& f+ F- X" R: v+ {
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
; l' ]6 T) U4 lgenerally
8 B5 Z8 W$ L; t0 r2 \10. Some pilot-leader connections were being corrupted
* x1 I) j1 D. o. M z' E3 m11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) a( m) Q- r% P0 D4 t& j7 _other move issues due to the incorrect indicator
8 j W+ `8 x4 c0 u* T* [12. Wrong ship sometimes reported in Ops report for TF movement which causes some) L7 _6 y7 `) f, Y, V) H
damage+ [0 u9 X( W' g9 _: {& b
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
0 o! |( j0 J5 \! n" }2 m14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
9 Z! `. S' }( ]; X' Y$ S3 adate sort/ y6 A1 R4 g# O9 @; E
15. ASW groups not allowed to attack sometimes
5 H* k" Z, _+ {2 D9 N0 t16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) d) Q6 v& ^" `3 c+ G. e5 ?) k
HQ/LCU to jump to reinforcement queue* u2 I( W0 O4 R. M2 c; z. q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: x$ J- K+ x" Z* R P" Q18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
q. i) i+ r7 t1 m1 H0 e7 i/ z* l [1 aat start of AE but crept back in sometime during updates
" M, x. D4 G! W1 ~' W19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 o' f" i' [8 Q0 R
fragment.
. P1 B% J& b2 M20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade, b* Q6 |3 K: a4 E
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. G0 [+ C& Z% _* Q% {" X
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
3 ?! {7 ^0 c) z4 }set' r% n9 {; D/ Z4 ~, o1 \' y; Y
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base2 p) o F: E, [! M' r4 h3 }
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
9 O; C6 O- S7 x24. Bug caused F/FB to sometimes bomb at low altitude
3 y* ]5 i! |9 l0 R h6 r25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- N/ F% H7 u( J4 b, D5 K
occurring properly.
2 r6 F8 B/ L) }% D: n" E. a26. Bug in Industry 'failed' indication not showing properly sometimes
: p3 j- S" R5 q$ T; Z6 F2 K27. Location check at scenario load to include small map sceanrios- C, W6 ~, k/ V
28. Bug in air supply to fragments in a non-friendly base hex
/ V9 b: p/ {+ c/ G29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was6 _& O/ h# o% ?; m( i1 F% K" g7 K% |) ~
being set to homebase before execution of the mission – ie was returning to base3 E9 B: q2 X' |
immediately
* U: k1 T& g* V5 M, d3 y; w9 ~, [30. Error in Strategic map display0 e$ v' H6 q' G+ P) m
31. Additional and stockpile options were not turned off when base was captured+ g( I& m5 G) E7 z2 b
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
2 Z2 A8 ^* n8 @5 N4 A! c7 Smouse over
& R4 M9 ?1 j# D4 M2 B33. Army experience being gained when not 100% prepared as per manual; changed to allow+ ]; J: _/ Z2 o
chance to gain experience if >75% prepare and < 50% national exp level& x$ G: z7 ?/ X" v- u- B8 ]
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 [ c3 D: v. nalleviate the incorrect experience gaining happening while in reinforcement queue
- s' M" p- h5 R4 p: f3 ^5 e, Y* I35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
( H5 `# `& c5 Fcaused unit to jump “off-rail” and move overland0 O$ N9 l% _6 f; y a% s3 `) A
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ: [9 a* v; y! S- v+ e/ h: h i) s
37. Excessive accident messages on unload from TF reported
) a4 l: P d1 t; O' P38. Reworked editor sub-unit merging as some devices could drop off the unit list when
3 D5 w- P& x$ Z! k7 m: Y+ O* N* W6 b7 Jmerged causing smaller size unit than expected |; q9 s- U9 W
39. Corrected possible TOE error in scenario data load for inactive units* n! P, {: W6 N" C) t
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% B$ `; ]/ ^6 lhowever be allowed to do this.
3 ^5 ]& m- w, z- |6 [* R41. Possible CTD if sinking ship's load was a group8 q0 V: p4 ]7 Q
42. Limit the number of devices built from resources per unit during LCU replacements; this; Y4 L5 [" \* Y# M# C" P9 l
was causing an over production for that turn
( ^ V% V7 [7 @, Y5 b4 V43. Retain day/night setting when creating group fragments
. Z( T! ~+ E6 a) H, F2 h0 L0 I8 `44. Adjusted supply and fuel values in base list not to overrun the space' J# X# ]. q! P8 U9 t% i) U: X
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* m, X/ \" ~1 ` u$ c- S
added YMS to Sweep TF in line with manual and code
1 v d; W1 h" y# C46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 h2 [" M! N* _3 C& e
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
% w9 F2 X% T5 d' \7 Mrebuilding of destroyed units is not affected by this.
4 b& {9 L, K: u47. Carrier capable and trained text not showing together on Group screen
0 D3 m7 G8 T9 G+ `* [48. Handle any blank re-name changes by ignoring them. A: `8 t$ h7 \. n7 A* C
49. Possible CTD when air fragments combine6 z. d! f) u- \! u7 b4 A- b
50. Unloading TF can freeze a LCU onto a ship under some conditions
" G7 ], q( s/ A$ ?$ e: C51. AI not behaving if main HQs missing (affects small map mainly)
4 K, O- D. d+ G1 x52. AI using AGC for normal land units – removed from TF if not needed
' b4 W4 ~( w Q6 |, }" B53. Soviet activation message not in Ops report8 _/ J$ I( ]9 r2 A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 w* ]. D- \* C' P55. Clear Soviet air balance if not activated. Possible incorrect base switching% V, _' r* N3 o" f
56. Sub attack against docked TF not happening for port size <3
7 u' ~6 I0 {- }: W( Q57. Unit type changing unexpectantly" w% Z i. e! p; _ j
58. Torpedo replacement on plane sometimes is missed- M$ H- c9 V8 S/ r
59. Double handling of overstacked supply requirements
4 U3 V1 L/ H% F8 b# q4 Y7 E! d60. Fixed alternate weapons for port attacks
' C3 p4 p, \% s. j, p9 [! x61. Corrected weapon system damage to show after combat on ships in port rather than wait till, w" G( ~, O( y' j$ _; ~1 |
sometimer in the ship repair cycle.
5 l+ \0 m/ y! N( h3 n62. Ship tonnage over 32K could cause repairs to fail
* i8 e7 B4 @4 B8 C- YNew
. x' b' d: w0 K/ W C% k1 D1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the2 }% A( R6 g; }* i) G6 ]3 {
port* P3 s+ `# E( U$ C
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ S1 y+ _: q% \* yTenders not counted! g, X& t1 J8 }' q6 E; a' H
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
`$ k E& r! d2 `) A4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
$ @: b) o5 y1 u* y2 r j6 C! b3 mto remove damaged ships from TF
" {4 v7 M. t7 O* j; Z) Y5. New filter for “non-building” devices in Industry pool screen( ]2 _ u6 Q3 R5 @" `" N
6. New filter for “non-building” aircraft in Air Replacement pool screen3 O) z: W/ C# [* v- x" g1 @- v4 O0 e
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy0 ~5 @4 @2 T) k* B- L
mines (^) detected
3 j0 U- K: z6 w+ U8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
5 \0 L' J* n6 x( ^ R& K9 M‘button6..’ image files, then these will be shown. If not, by default there are shown as
, t' Y3 i4 E( Nstandard parachute unit icons
8 i: A% M p" _! h9. Air/port damage and building is shown in base mouse over9 J! C8 q, |" ^' {( }7 X
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on' {! m) t8 x' V6 ^. _9 x
11. TF can be routed to stay within coastal hexes as much as possible, ?9 A, [. p* |1 n) q; _& w
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ t; f+ w" j, G# C: X13. Added option on group and LCU reinforcement screen to turn off replacements
# U; Y6 d5 s: T: C' P! t5 a& p( O14. Current base can get supply returned to it when reserve planes returned which were
4 F1 V9 n5 @' goriginally supplied from another base. A' F# l; o6 l7 ]' u, z
15. Unit type filter on Troop Loading screen
7 ?: @) e. j6 h$ J3 l' ^16. Report killed ground units if not in combat report; F# s3 A) r8 [/ |
Changed; r+ p, j s7 ~" R3 a, ~
1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 j7 g1 A, _0 d. ~: D% l/ V. g8 I! q
(complements fix 18 above)1 F3 b* E9 j7 E; B4 Z) ^
2. Permanently increased pilot array to 70K
7 Q/ N+ C( p) A2 A3. Increased number of air combat rounds are a factor of total aircraft involved
# f/ K+ W# h, J$ q' n. Y1 j4. Allowed submap to submap movement if land connected for land units. Should have been
7 n% V* e) r- d$ l Z) |, [so as per Andrew Brown
+ y- Y1 J9 h+ V5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
+ p( o6 U+ E8 [+ edelay toggle instead
* d. N# c1 }, b: t6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 v9 P7 Q# A% t0 {
maintenace a bit more
: d: ?" b2 T( R* j7. Support device replacements won't decrease the overall experience of LCU units. This does+ ^7 m8 i( _* R) J2 e% S9 j
not alter the overall EXP change due when any replacements are received.' u+ S: X7 z" t' ~& ?, K" d
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction X/ v+ q5 y0 e F) x
between the two but could break current games.
8 r) J( O1 s* D2 j( I9. Some LCU Prep points may be retained if unit is experienced
3 Y" _: E" \; s- FNotes7 f N' x$ Z; g( r7 p: t, S
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
9 v* ]7 n2 w, i. Jshould not change player or HQ, even if not in play. These original HQs are used by the AI
6 h% G" H2 W9 i. T0 L& T0 nroutines so changing or deleting them can put the AI off. Changing other elements should, @/ p7 Y' |1 w8 ^- b; |" w# F
be okay.+ b$ W8 n0 Q. G3 P
2. Clarification to weapon filters for aircraft:
2 V3 }( E2 g [' C; @+ qPM_NAVAL_ATTACK 2 // used for naval attacks
" R# n7 X) n+ ]; ~PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) w& H, t0 R7 E4 X# H9 W, k, i
PM_LAND_ATTACK 8 // used for land (ground) attack
. ?0 n( F9 H- I+ a8 r1 X& H( bPM_PORT_ATTACK 16 // used for port attack
3 \0 a' m7 H$ QPM_AF_ATTACK 32 // used for AF attack
* x: j$ V5 d1 X& t3 Z& UDropped any reference to secondary values for land and AF as they served no special use." p: n7 y6 Y0 w6 o" G
Clarification changes! X6 d1 V! z& A( Z2 \
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
' c$ K# {% x1 Ebases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 f; A; s$ [9 c# T0 x7 q& GMONGOLIA(91) or TANNU_TUVA(92).
% c. x% h, N! V! |2 Ba. Allied non-Soviet groups can't transfer to Soviet Motherland bases9 h' W4 n! R# Q7 i
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
9 ]- u5 e4 }" W- O% N2 @c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases. f: c7 u* y9 {5 j, X& v. j
after Soviets are activated, but can’t move
2 d" f" x! u6 w) Pd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, J- |% X& q4 w; \4 U0 Adisbanded in port.7 K5 ~7 M' l6 G- y2 d3 g' M
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently% V# z+ S \! `2 E3 @6 X8 A! ]( x0 q6 @
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |